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Gaming group frustrations (venting)
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<blockquote data-quote="Delemental" data-source="post: 1158213" data-attributes="member: 5203"><p>Thanks, all, for your advice.</p><p></p><p>Several of you have suggested running with the smaller group.  I agree that a small group gives better RP opportunities, which I would like.  If the composition of the group were different, I'd probably push this option more.  However, besides myself the group consists of one player whose main motivation is facing challenges (not the same as a combat gumby - he likes to figure out clever ways to resolve encounters that don't always involve drawing blades) and tends to stay in the background in terms of roleplay and interaction.  The other player is relatively inexperienced and new to 3rd edition, so she is focused more on learning the system.  This would mean I'd likely end up carrying the brunt of the roleplay.  While the constant attention would be great, I'd also miss the fun of interacting with other characters and their plotlines, and I might start to feel like I'm dragging the other characters along on my story (the Doc Savage Syndrome).  A group of three is great for roleplaying, but only if you've got three strong roleplayers.</p><p></p><p>I think the problem mentioned about the difficulty of designing adventures for small groups is a factor for why my DM wants a few more people.  One of his goals is for the group to reach higher levels (possibly even epic), which I'm not opposed to (the highest level I've played in years was my 11th level druid, who I started this campaign with; before that I couldn't get past 4th).  Obviously the most efficient way to earn XP is through combat, and I don't think the DM wants to be in the position of pulling his punches just because our group is small.  Personally, I have no problem with this.  Fighting orcs is as much part of the game as is the roleplay of the long dinner conversation with the reclusive duke who is your character's love interest, and who is really the evil necromancer that has been plaguing the land, and is also Racer X, Speed's brother.</p><p></p><p>Fortunately, there may be light at the end of the tunnel.  I emailed some friends of mine, and it turns out their own Friday night game has been shaky too.  They're willing to try our game out if it means more consistent play.  I still have to check in with my DM to make sure they're okay to join, but otherwise we may have filled the gap.  I also have another friend who I can check with, though he's less of a sure thing (spouse with chronic health problems).</p><p></p><p>As far as those inconsistent players - I'm done.  There's only one left who hasn't officially quit (the problematic Berserker I mentioned before), and I'm going to strongly press our DM to drop him.  His inconsistency in showing up combined with his irritating gaming style when he does show up have pushed me over the limit.</p></blockquote><p></p>
[QUOTE="Delemental, post: 1158213, member: 5203"] Thanks, all, for your advice. Several of you have suggested running with the smaller group. I agree that a small group gives better RP opportunities, which I would like. If the composition of the group were different, I'd probably push this option more. However, besides myself the group consists of one player whose main motivation is facing challenges (not the same as a combat gumby - he likes to figure out clever ways to resolve encounters that don't always involve drawing blades) and tends to stay in the background in terms of roleplay and interaction. The other player is relatively inexperienced and new to 3rd edition, so she is focused more on learning the system. This would mean I'd likely end up carrying the brunt of the roleplay. While the constant attention would be great, I'd also miss the fun of interacting with other characters and their plotlines, and I might start to feel like I'm dragging the other characters along on my story (the Doc Savage Syndrome). A group of three is great for roleplaying, but only if you've got three strong roleplayers. I think the problem mentioned about the difficulty of designing adventures for small groups is a factor for why my DM wants a few more people. One of his goals is for the group to reach higher levels (possibly even epic), which I'm not opposed to (the highest level I've played in years was my 11th level druid, who I started this campaign with; before that I couldn't get past 4th). Obviously the most efficient way to earn XP is through combat, and I don't think the DM wants to be in the position of pulling his punches just because our group is small. Personally, I have no problem with this. Fighting orcs is as much part of the game as is the roleplay of the long dinner conversation with the reclusive duke who is your character's love interest, and who is really the evil necromancer that has been plaguing the land, and is also Racer X, Speed's brother. Fortunately, there may be light at the end of the tunnel. I emailed some friends of mine, and it turns out their own Friday night game has been shaky too. They're willing to try our game out if it means more consistent play. I still have to check in with my DM to make sure they're okay to join, but otherwise we may have filled the gap. I also have another friend who I can check with, though he's less of a sure thing (spouse with chronic health problems). As far as those inconsistent players - I'm done. There's only one left who hasn't officially quit (the problematic Berserker I mentioned before), and I'm going to strongly press our DM to drop him. His inconsistency in showing up combined with his irritating gaming style when he does show up have pushed me over the limit. [/QUOTE]
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